Videogame industry has increased 11% this year, to $130 billion revenue

goatmane

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mobile gaming is 50% of the market... shyt gon get worse

Newzoo: Games market expected to hit $180.1 billion in revenues in 2021

Dean Takahashi@deantak April 30, 2018 8:00 AM
global_games_market_2012-2021_per_segment.png

Above: Games are expected to grow from $137.9 billion in 2018 to $180.1 billion in 2021.

Image Credit: Newzoo
The global games market is expected to grow from $137.9 billion in 2018 to more than $180.1 billion in 2021, according to market researcher Newzoo.

Those numbers are more optimistic than in the past, and they reflect the constant growth of platforms, such as smartphones. This year, mobile games are expected to hit $70.3 billion — or 51 percent of the total — and they will grow to $106.4 billion by 2021 — or about 59 percent of the total. Newzoo estimates there are about 2.3 billion gamers across the globe.



The 2018 total for the global games market will rise 13.3 percent — or $16.2 billion — from $121.7 billion in 2017. About 91 percent of the global market is digital, meaning that $125.3 billion worth of games flows through digitally connected channels as opposed to physical retail.

In total, mobile revenues will grow 25.5 percent in 2018 from 2017 to reach $70.3 billion. This means that for the first time, more than half of all game revenues will come from the mobile segment, Newzoo said. Smartphones will account for 80 percent of this segment — or $56.4 billion — with the remaining 20 percent coming from tablets.

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Above: Mobile gaming is half the global market.

Image Credit: Newzoo
Console gaming is the second-largest segment generating $34.6 billion in 2018 while PC games will bring in $32.9 billion.

The forecast for 2021 represents a compound annual growth rate (CAGR) of 10.3 percent between 2017 and 2021.

Considering that global games market revenues were $70.6 billion in 2012, this puts the 10-year CAGR for the market (2012–2021) at 11.0 percent. Maintaining a double-digit growth rate for 10 years is truly remarkable; it would be an accomplishment for a single company, let alone an industry that has been around for multiple decades, Newzoo said.

In the span of a decade, mobile gaming will have grown from the smallest segment in 2012 to a 100-billion-dollar industry in 2021. Remarkably, the rise of mobile gaming has not significantly cannibalized revenues from PC or console gaming markets.

Both PC and console games have shown steady growth over the past few years. This year, console will generate $34.6 billion and capture 25 percent of the market. PC gaming will generate $32.9 billion, making it the smallest gaming segment with a 24-percent market share.

Downloaded/boxed PC games will grow with a CAGR of +4.2 percent from 2017 to 2021, generating $32.3 billion in 2021.

Newzoo expects engagement with PC games to continue to grow, driven by competitive play and esports, but this will only partially translate to higher revenues for several reasons.

Some of the most popular titles are already operating at close to their full monetization potential and, at the same time, are unlikely to be displaced by new games soon.

In addition, average prices for pay-to-play PC games have been declining in recent years, putting downward pressure on the segment’s overall revenue growth. The total PC gaming market will grow at a CAGR of 1.8 percent between 2017 and 2021, as the continued shift from browser PC to mobile games cuts revenues from the browser segment in half between 2017 and 2021.

Newzoo expects the console segment to grow if publishers continue to improve in-game spending options while retaining the upfront price. Furthermore, the console segment will fully embrace live streaming and esports by 2021, further driving player engagement. Newzoo forecasts the console segment to grow to $39 billion in 2021 with a CAGR of 4.1 percent.

The Japanese gaming market will still be the third-largest in the world in 2018 (behind the United States and China), growing 15.1 percent year on year to $19.2 billion. Due to the continued success of mobile gaming companies in Japan, Newzoo increased its estimate for Japan’s mobile games market for the second time in a year.

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Above: Asia accounts for more than half of the global game market.

Image Credit: Newzoo
This means Japan’s mobile games market is now nearly the same size as North America’s with roughly one-third of the number of gamers. In fact, Japanese gamers spend the most out of any country, particularly for mobile games. The average spend per payer in Japan is 1.5 times higher than in North America and more than 2.5 times higher than in Western Europe.

China alone will account for more than one-quarter of all global game revenues, reaching $37.9 billion this year. It will remain the number one gaming market by revenues and by number of players. Mobile is the dominant force and will generate 61 percent of revenues in 2018, growing to 70 percent of the market by 2021.

In total, the Asia-Pacific territories will generate $71.4 billion — or 52 percent of total global game revenues. This represents a 17 percent year-on-year increase, nearly all of which is attributable to mobile; the segment will grow $9.7 billion year on year to $44.7 billion in 2018.

The Asia-Pacific territories are a primary driver of continued growth for the global games industry, as the number of smartphone users in emerging markets, such as India and Southeast Asia, grows exponentially and, at the same time, the willingness to spend on mobile games grows in more established markets like China and Japan.

North America is the second-largest region, with estimated revenues of $32.7 billion in 2018, a year-on-year increase of 10 percent. Most of this growth will come from smartphone gaming and, to a lesser extent, console gaming.

Newzoo sees the same trends in Europe, the Middle East, and Africa — which, as a combined region, is expected to reach $28.7 billion in 2018. In European countries, mobile gamers are less willing to spend than Americans, with the average spend per payer in North America 1.6 times as high as in Europe. This is offset, however, by the steadily growing smartphone population in the Middle East and Africa. Latin American game revenues will grow to $5 billion this year
 

goatmane

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5 Trends Explain the Growth of the Video-Game Industry
Video games are extending their reach to every corner of the globe.

John Ballard
(TMFRazorback)
Nov 9, 2018 at 8:21AM
Video-game stocks have been on quite a tear over the last five years. Share prices of the leading U.S.-based game makers -- Activision Blizzard (NASDAQ:ATVI), Electronic Arts (NASDAQ:EA), and Take-Two Interactive Software (NASDAQ:TTWO) -- are up anywhere from 250% to 600%. Part of this performance can be attributed to expanding profitability from growing sales of digitally-delivered content. But a recent Nielsen Holdings survey shows a more powerful dynamic at play, here.

In recent years, the number of gamers has steadily grown. In 2018, 66% of the U.S. population over age 12 were gamers. That's up from 58% in 2013, according to Nielsen.
 

itsyoung!!

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Stats like these are why the morons at Blzzard announced a Diablo smartphone game instead of what their core fans actually wanted.

I believe these stats exclude Blizzard (as well as Rockstar) revenue though. Which is why should take these stats with a grain of salt.

if I remember correctly this includes Activision side (Call of Duty revenue) but not blizzard (World of Warcraft/Hearthstone revenue)

Blizzard does $1-2 billion a quarter in revenue (4-8 billion a year) alone -- even more during World of Warcraft peak ($8-10 billion a year in revenue).

I would find it hard to believe Blizzard alone makes up almost 30% of the PC market itself
 
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Kamikaze Revy

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I believe these stats exclude Blizzard (as well as Rockstar) revenue though. Which is why should take these stats with a grain of salt.

if I remember correctly this includes Activision side (Call of Duty revenue) but not blizzard (World of Warcraft/Hearthstone revenue)

Blizzard does $1-2 billion a quarter in revenue (4-8 billion a year) alone -- even more during World of Warcraft peak ($8-10 billion a year in revenue).

I would find it hard to believe Blizzard alone makes up almost 30% of the PC market itself
I'm saying that stats showing how large and exponentially growing the Smartphone market is, is why Blizzard decided to drop a smartphone game instead of the game their core fans actually wanted.
From a business perspective it makes sense to go where the most money is.
On the other hand, it shows how out of touch Blizzard is with their fans.
 

itsyoung!!

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I'm saying that stats showing how large and exponentially growing the Smartphone market is, is why Blizzard decided to drop a smartphone game instead of the game their core fans actually wanted.
From a business perspective it makes sense to go where the most money is.
On the other hand, it shows how out of touch Blizzard is with their fans.

Its not Blizzards first smartphone game though. Hearthstone is big on iOS. It just wasnt what the fanbase was expecting. Which is crazy to me because their PC fans spend billions still on their games so how much are they expecting from a mobile game :patrice:

they drop Diablo 4 with more micro transactions based than Diablo 3, they go on to make $2-5 billion in they sleep :patrice:

How much are they expecting to truly make from this mobile game, will it even amount to $5 billion in its life time :patrice:

itd be different if it was say a company that makes $300-500 million a year and the mobile market is something they were breaking into to put them over that ledge of $1 billion

but Blizzard PC games already make billions.. so is there really an up from there by releasing Diablo mobile instead of Diablo 4 :patrice:
 

Kamikaze Revy

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Its not Blizzards first smartphone game though. Hearthstone is big on iOS. It just wasnt what the fanbase was expecting. Which is crazy to me because their PC fans spend billions still on their games so how much are they expecting from a mobile game :patrice:
Diablo fans weren't asking for a Diablo smartphone game.
Blizzard went the smartphone route because of stats like those in the OP.
Hearthstone is a different beast all together and is perfect for the Smartphone platform.
I play Hearthstone daily (haven't spent a single dime on it either).

All of this circles back to what I've been saying about subscription based content and microtransactions.
The experience of gaming is becoming watered down. Microtransactions/subs/DLC done correctly can add life to a game, but we see more examples of those things done wrong than we do of them being done right.
The smartphone platform is the breeding ground for those types of games and I think we've already seen and will continue to see that business model take over home console platforms.
I might be yelling that the sky is falling for now, but it's something I've been keeping an eye on.
 
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